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Posted

And when it does swim, does its mouth emit little air bubbles? Mwahahahahahaha!

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted

Ah very nice... but does the fish actually swim..?

Yes. It is scripted and doesn't react to player. It also wags its tail.

 

And when it does swim, does its mouth emit little air bubbles? Mwahahahahahaha!

No :)

It's only a model...

Posted

Does it have seasonal migration?

How close are we to "The Dark Fishing Simulator - Bridgeport Moore and Creeks"?

 

New inventory item: fishing rod. It could use rope arrow physics for the line. ;)

Clipper

-The mapper's best friend.

Posted

Mind that without lantern on, there's not much visible. And I pick only best screenshots, I don't show ugliest parts :rolleyes:

It's only a model...

Posted

More fun with textures, one day I'm going to wake up and everything will just be flat lit normalmaps.

 

 

melantex1.jpg

 

 

The vegetation stuff looks way better in game. Those are only about 6 of the 40 odd new and replacement textures.

Posted

Those textures look great! :)

 

The shadow under the lantern on the right side looks odd with how it shades that complex surface of leaves.

 

 

I wonder how hard it would be to create a shadow-mesh with a squiggly edge that (when projected) will match the varying depths of the foliage and look reasonably kosher?

 

Another approach... create leaf models that look identical to the texture for the shadow border?

 

Or just skip shadows that fall on that texture... ^_^

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Posted

For a laugh, and get my mappin' back on, I decided I'd make my IRL house in darkradiant. Took about an hour to make the rough geometry for most of it, certainly goes to show how much faster it can be with a solid plan to work with. Probably take another 20 minutes to do the garage under the house, then an hour or two to add in skirting boards and rough approximations of modern day appliance, give it 30-40 minutes for texturing and adjustments, an hour for the backyard, and I should be able to go around my house in TDM. Interesting!

Intel Sandy Bridge i7 2600K @ 3.4ghz stock clocks
8gb Kingston 1600mhz CL8 XMP RAM stock frequency
Sapphire Radeon HD7870 2GB FLeX GHz Edition @ stock @ 1920x1080

Posted

For a laugh, and get my mappin' back on, I decided I'd make my IRL house in darkradiant. Took about an hour to make the rough geometry for most of it, certainly goes to show how much faster it can be with a solid plan to work with. Probably take another 20 minutes to do the garage under the house, then an hour or two to add in skirting boards and rough approximations of modern day appliance, give it 30-40 minutes for texturing and adjustments, an hour for the backyard, and I should be able to go around my house in TDM. Interesting!

 

Interesting approach. You know, Beleaguered Fence started from me doing my home in DR. Then somewhere along the way the map plan was changed.

Clipper

-The mapper's best friend.

Posted

So if I go play Beleaguered Fence now, and memorise it, I'd know my way around your house (roughly)? I think I'm gonna pause my other 2 maps, get them down on paper, then find a way to join them into 1 map so I can release it sometime this decade.

Intel Sandy Bridge i7 2600K @ 3.4ghz stock clocks
8gb Kingston 1600mhz CL8 XMP RAM stock frequency
Sapphire Radeon HD7870 2GB FLeX GHz Edition @ stock @ 1920x1080

Posted

So if I go play Beleaguered Fence now, and memorise it, I'd know my way around your house (roughly)?

 

I just first built my house floorplan just for fun. Then changed the doorways to different walls, converted one room into a corridor. The end result does not resemble my house at all anymore. But, for the curious, the region in question is the few rooms near the kitchen, the barracks and the room below the staircase next to the prison cell entrance.

Clipper

-The mapper's best friend.

Posted

just in case anyone was wondering if the Novice Campaign project is still kicking, here's some progress. Got my sunlight working. If the rays are too bright, keep in mind the brightness is turned up for the SS.

 

sunlightg.jpg

Posted

Nice & moody.

 

Also: I'm a little late to the party but good lord Arcturus those outdoors screenshots have completely nuked the myth that Doom3 can't do outside areas. The full grass coverage really makes a difference.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Posted

I wonder how hard it would be to create a shadow-mesh with a squiggly edge that (when projected) will match the varying depths of the foliage and look reasonably kosher?

Sooo, I've been pondering the separation of leaf boundaries for a while. Thinking 'if only I could multiply the x/y components and leave the z alone (even though I do replace it, it's still used in part) - Then I could remove excessive blurring to keep sharp boundaries while still allowing blurring in the leaf to give it a good overall shading. Turns out, I forgot the tool I use actually does that if you use the right blend mode... well at least I feel vindicated if stupid!

 

Top: A current vegetation texture... erm yeah (this isn't the replacement, just trying to match similar intensity)

Left: Light about eye distance from surface

Right: Light close to surface

 

vegetake2.jpg

 

Posted

So, shadows don't break the depth illusion when they fall on that texture.

Nah, not exactly - it just gets rid of most of the exaggerated highlights and occlusions on the texture itself, so if it's shadowed it will look less lit up.

 

I'll have a go at redoing some of the other vegetation textures that I've been working on - including that creeper, in the next hour or two, screenshots may follow then.

Posted

Those vine textures are much nicer, but the normal map could be deeper in the darkest areas. Maybe include a greyscale heightmap to increase the depth? Really nice though. :wub:

I always assumed I'd taste like boot leather.

 

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